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Una videointervista su Golem alla PlayStation Experience 2017.
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00:03.
00:03Hey, everybody. Welcome back.
00:05We're here live at PlayStation Experience in lovely Anaheim, California.
00:08Really fun time here. Big show this weekend.
00:11Tons to see and do on the show floor. Big panels coming up.
00:13But I've been looking forward to this next segment for some time.
00:16So this is, well, it's High Wire Interactive.
00:19I mean, you guys need no introduction.
00:22We've got, I mean, you guys are incredible.
00:24You guys have been working, some industry legends here.
00:27And you guys have been working on Gollum.
00:28We have, yeah.
00:29That's right. Not Gollum.
00:31No.
00:31Not Gollum.
00:33Gollum.
00:33Gollum.
00:34In fact, so we announced at PSX 2015.
00:38Yes, you did.
00:39And within hours the Lord of the Rings guys reached out and said,
00:45this isn't Gollum like our Gollum.
00:47Yeah.
00:48No, no, no.
00:49Please, no.
00:50Important to clarify that, you know, because it's,
00:52we need to be clear about these things.
00:54But, you know, I think we haven't heard from Gollum in a while.
00:58You guys have been hard at work getting the game polished up.
01:00Yeah.
01:01How is development coming?
01:02Where are we at?
01:03It's going well.
01:04It's going well.
01:04You know, I think with a small studio, a small game,
01:07you can overexpose a little bit.
01:11So, you know, we announced the game.
01:13People were excited about it.
01:14And then we just put our heads down and kept working on it.
01:17Yeah.
01:17But now we're getting closer to being done.
01:19Oh, I'm excited.
01:20A little bit more.
01:21And I think we're going to get a new look at some footage here,
01:23which I'm excited to see.
01:25Now, this is a game with an interesting concept.
01:28So maybe it's worth just kind of reintroducing and just setting up
01:32kind of this universe and what players are going to do in it.
01:34Sure. Yeah.
01:35So in Gollum, you play as Twine, who is a young kid who gets into some
01:43trouble and actually gets pretty seriously injured.
01:45And so as you can see in our demo, you actually start off in bed and
01:51you're messed up.
01:53Like you can't walk anymore.
01:55And so she discovers that she can kind of send forth her thoughts and
02:03take over these giant stone golems called, or stone creatures called
02:08golems and use those to explore the world.
02:12So we're seeing a little bit of this footage right now.
02:14What are we seeing?
02:14Yeah.
02:15So this is actually right after the accident where you get injured.
02:19And your father, whose name is Scratch, is in the room and is kind of
02:24explaining to you, you know, how he found you and what happened.
02:28You've been unconscious for a while.
02:30Mm-hmm.
02:32So, you know, this is a game.
02:34It kind of sounds like it's set almost in two different worlds in a way.
02:37Yeah.
02:38It's set in sort of the real world, you know, with you as the girl.
02:42and then it's also set in this world of being a golem.
02:45Yeah.
02:45We actually said she's a girl.
02:47Well, you know, it's, we try not to.
02:50Gender not specific.
02:51Gender not specific.
02:51Yeah.
02:52Your older sisters.
02:53Okay.
02:54Sure.
02:54Got it.
02:54You could be whatever.
02:56I always think of Twine as a girl, but in reality in VR, that's you, right?
03:04Yeah.
03:04So we don't do anything that's going to kind of break that suspense.
03:08Yeah.
03:08It's like that empty vessel approach, the Gordon Freeman approach, the, you know,
03:12kind of like just don't go there and kind of just dump yourself into the vessel.
03:17Right.
03:17Well, Jamie, something I love, like we were talking about before we came out here is,
03:20you know, especially in VR, but so much video games, we use video games to explore other worlds
03:26and try out other characters and try out other, you know, environments.
03:29And so it seems really natural inspiration to take that and put it into a VR world.
03:33Yeah.
03:34When, you know, when we first started on Golem, it was, it was right at the very beginning
03:41of when VR was coming about.
03:45And what we really loved about VR was how it just immersed you in this other place.
03:51And we started to play around with how can we allow the character in the game to experience
03:56the exact same thing that the player is experiencing.
03:59So in the game, she actually puts a scarf over her eyes.
04:03And that's just like the player putting on the headset.
04:05And it's blue.
04:06And it's blue.
04:07Oh, very nice.
04:08Perfect.
04:09And she has kind of a crystal encrusted rock that she looks into to control the Golem,
04:17just like the move controller that we use.
04:20He's building that brand right into the game.
04:22I love it.
04:23Proportions.
04:24Our marketing guy is going to be happy.
04:26But yeah, so tell me a little bit of now we're sort of exploring the world here.
04:30Yeah.
04:30So Twain has just got her dream stone.
04:32That's her in the...
04:35That's you moving.
04:36And you can see it kind of, you know, it matches your movement.
04:39But her first steps into controlling these Golems, she actually figures out she can control a doll.
04:46So you're maybe six inches tall and you're walking around in your room and, you know, objects that would be
04:53no obstacle to a 14-year-old all of a sudden become huge mountains to climb.
05:00That's cool.
05:01Now tell me where you landed on the controls here because I remember playing a sequence similar to this a
05:05couple years ago in an earlier build of the game.
05:07And it involves sort of leaning forward a little bit with the PlayStation VR headset on.
05:11So tell me where you landed.
05:12Yeah, sure.
05:13So we appreciate that VR lets you feel like you're in another place.
05:21And a lot of games do a really good job of setting that up and then you're moving your thumbs,
05:28right?
05:31Or you're...
05:31Not that there's anything wrong.
05:33Thumbs are great.
05:33Look, they're indispensable digits.
05:35We can all agree with that.
05:36And so as soon as you get into that mode, you just kind of sit back and you're not moving
05:39your head around and you don't really feel like you're there anymore.
05:41Uh-huh.
05:42And so we spend a lot of time looking into how, you know, people move, right?
05:49And if you are standing up and you want to take a step forward, the first thing you do is
05:54actually you lean your head forward slightly.
05:56So in the game, you pull the trigger to let the game know you're ready to move.
06:00You move forward slightly and your character starts smoothly walking.
06:03Cool, yeah.
06:03And it's very intuitive.
06:07So we have the demo on the floor.
06:09Yeah.
06:10So dolls are also acceptable.
06:11You have a bug phobia.
06:12You might not like that.
06:13Interesting.
06:14We have the demo on the floor and...
06:16Oh, it's playable here at PlayStation Experience.
06:17It is.
06:18Absolutely.
06:18Awesome.
06:18We've got two stations running and...
06:21People played it all day.
06:22They seem to really enjoy it.
06:22That's great.
06:23That's great.
06:23One thing I'm going to jump in here is...
06:25Please.
06:26Pulling the trigger.
06:27Yeah.
06:27Move.
06:27That was something I didn't really tell Jamie that I needed it.
06:31But, like, I always enjoyed being able to lean to move.
06:35But then every once in a while, I just wanted to not move anymore.
06:38I'd just look around and sort of get my bearings again.
06:40So he says, alright, I'll let you just have a trigger to pull.
06:44And you don't lean to move until you pull the trigger.
06:47So you can just decide, I'm just going to stand here and look around.
06:51And then when you pull the trigger, you know it's time to start leaning and moving.
06:54And everybody liked it so much.
06:56We just made it to the default.
06:57That's great.
06:57And I love...
06:58Jamie, I love you because you have just such an experienced hand with mechanics.
07:02You're Mr. 30 Seconds of Fun.
07:04You've worked on some classic games.
07:06And I've got to break away from that, though, and remark on what we're seeing here.
07:09Because this is like a great look at Golem.
07:13So tell me what we're seeing.
07:14Yeah, so this is much later in the game.
07:16This is after you get your big fella Golem.
07:19You start exploring this very large city.
07:22It's kind of an open world city.
07:24So there's lots of different directions to go.
07:26Lots of nooks and crannies to explore.
07:27But you run into these guys, the Silent Watch.
07:30These enemy Golems that are going to try to stop you from what you're doing.
07:34So this is actually the training.
07:35So you see the kind of blue crystal sword that shows up.
07:39That's indicating to you, like, where you need to put your hands to block.
07:43We found a lot of people when they first started,
07:45they're playing it like a regular couch game, right?
07:48And they're just kind of going like this.
07:49And if you want to block a sword that's coming in,
07:52you have to get your hand way up here.
07:53Above your skull.
07:54Yeah, so...
07:56So we really...
07:57You know, we had to try a lot of things to get people to play the game as if it
08:03was real.
08:04Yeah, and what I love about it is that for the first time in any game I've played,
08:08the sword control is absolutely one-to-one.
08:12That's awesome.
08:13You're not pushing button combos.
08:15Cool swirly things.
08:17That's fun too.
08:17I have to put my sword above my head to protect myself.
08:21And you almost feel like...
08:23You almost feel the impact.
08:25Yeah.
08:25So it's pretty cool.
08:27Yeah, no, Jamie, I mean, you just have this background with mechanics,
08:29and that's why I've been so eager to see this game,
08:32because I know that you've had such a huge mark on the FPS genre.
08:37You were involved with Infamous Second Son.
08:39You've been involved with a lot of great games over the years.
08:41Thank you.
08:42So tell me what you've been learning about VR as you make Golem.
08:45Oh, boy.
08:46I mean...
08:46That's a big topic.
08:47Yeah.
08:48How long we've been here?
08:50I mean, I think the biggest thing that we learned is that you have to simplify,
08:56and you have to strip down, and you have to have kind of a very core, clear experience.
09:02Like, I've worked on games that where there's an entire city,
09:06and the world is at risk, and everything is exploding.
09:09And in VR, that's just kind of overwhelming and doesn't work.
09:12It's like noise almost.
09:13Exactly.
09:13We had a galaxy at one point.
09:15Yeah.
09:15Yeah.
09:16So, yeah, Marty and I have threatened the galaxy so often that we decided,
09:21for Golem, we're going to bring it down.
09:23You know, it's going to be a small family.
09:24It's going to be one main character.
09:27Like, there are stakes, but it's not the world is going to end.
09:31And in VR, that just works so well, because you're making eye contact with your father.
09:36By the way, this is no longer the tutorial.
09:38Yeah.
09:39So this guy, he doesn't tell you where to put the sword anymore.
09:41Oh, boy.
09:42Yeah.
09:42You've got to, like, work.
09:44And you guys have a really small team working on this, right?
09:47Yeah.
09:47It is, yeah.
09:47About a dozen guys.
09:48Wow.
09:49Yeah, up in Seattle.
09:50Depending on the week.
09:51Now, tell me, Marty, I mean, you're obviously known for just incredible,
09:56you know, musical talent, composition.
09:59Your reputation precedes you here.
10:02Tell me a little bit about how you're coming up the soundtrack here for Golem.
10:04Well, it was really fun.
10:05I mean, Jamie got a hold of me right away after I found myself free again.
10:11And said, hey, let's do something that's just, you know, a small team and it has an intimate feel to
10:19it.
10:19And why don't you go ahead and do a prequel soundtrack to this?
10:23And I'm like, okay, that sounds great.
10:25Awesome.
10:25So we did a Kickstarter.
10:26And the music is really based on this whole philosophy of a more intimate story, a more personal story.
10:34So I was able to sort of pare things down.
10:38It's not a bunch of bombastic brass and drums.
10:41It's a sort of chamber orchestra with harp and piano and woodwinds.
10:46It's really a lot of fun for me to write that way.
10:50And then the other fun thing is, now that we only have such a small team, in terms of fulfilling
10:56the Kickstarter, that was me.
11:00So just a few weeks ago, I was packaging up vinyl albums and sticking labels on them and everything else.
11:06It's good to stay busy.
11:07It is.
11:08I've got to do something.
11:10It's your guys' debut game coming out of High Wire.
11:12Yes, it is.
11:13That's a huge deal.
11:14Yeah.
11:15Still pressure.
11:16Shipping is, you know, it's really important not to just start a company, but ship a product.
11:21So we're really looking forward to shipping this.
11:23Yeah.
11:24So what's the feedback been from folks who have been playing this thing?
11:27Really good.
11:28Really good.
11:29Yeah.
11:29I mean, this is the first large scale play test that we've gotten to do.
11:34So I admit I was a little bit nervous coming in.
11:38And it's, I think it's a very intuitive control scheme, but it's also, like,
11:44we have these instruction cards for, like, how to play the game.
11:47And it's like, pull the trigger and then you'll figure it out.
11:50And I'm fine.
11:51Like, there's no way to explain it.
11:52And so I was a little bit nervous, but we haven't had any problems.
11:56Everybody's been going through it.
11:57And it's so effortless that, like every good control scheme,
12:03it just sort of dissolves away.
12:04Yeah.
12:04You don't have to think about it anymore.
12:06You're just in the world and you're in the action.
12:08Now, taking a look at the game where it is now and comparing it to where you were,
12:12you know, two years or so ago when, like, PlayStation VR hadn't even launched yet.
12:16Yeah.
12:16Like, where's your head at there?
12:18I mean, it seems like it's maybe shifted a bit since then.
12:20Yeah.
12:21You know, we did a pretty good job of planning initially and scoping initially,
12:29but it's totally uncharted territory.
12:31Oh, for sure.
12:31Right?
12:32You think something's going to work and then you try it and then it doesn't.
12:34You have to adapt and work your way through.
12:36Yeah.
12:36So I think story-wise and kind of with this large-scale city environment that you're exploring,
12:42that hasn't changed as much.
12:43And it's good because it took us almost two years to build the whole thing.
12:46Yeah, yeah.
12:46But yeah, absolutely.
12:48Mechanically and especially the VR stuff as, you know, I think we've kind of worked.
12:51And the thing I really enjoyed is we had this what seemed like a very, you know, simple story
12:58and it would be simple just to, like, it wouldn't be hard to write and to produce.
13:03But producing cinematics in VR is an entirely different thing.
13:08Totally.
13:08And we just learned as we went.
13:09And we had some great performance capture work done by MoCap Now in Seattle
13:14and some really good actors who were super willing to just experiment with us.
13:19Yeah.
13:20So we did a lot of things that might not seem spectacular, but to me, I know how spectacular they
13:25are.
13:26like making you feel like you're in a wagon that's being drawn by a horse that's moving
13:31and two actors who are with you in it and they're talking back and forth
13:35and you can just look at anything you want to look at.
13:37It's like, yeah, yeah, you do that.
13:40It's hard to do.
13:42And so, but we don't want the player to feel like it's anything other than just totally natural
13:49and this is what it should be.
13:50and so, but it is really amazing when you have characters that look at you as they're talking
13:57and then as you, you can do this kind of thing and they just follow you.
14:01They look, their eyes track your eyes and you don't realize it, but that's really powerful stuff.
14:07Yeah, absolutely.
14:08And it's, once again, it's so intimate.
14:11Mm-hmm.
14:11You know, giant space battles are not needed to make you feel like something's happening.
14:16pretty cool.
14:17So, we'll see.
14:18I mean, I'm having a blast.
14:20Outstanding.
14:20Okay.
14:21Well, thank you for the fresh new look at Golem.
14:23Do we know when this one's coming out?
14:25Yeah.
14:25We're excited to tell you that it's coming out on March 13th.
14:28Oh, you have a date and everything.
14:30Wow.
14:30That's an announcement.
14:32Yeah.
14:32You are announcing March 13th.
14:35Yeah.
14:35Coming to PlayStation VR.
14:36Planting a flag.
14:38I love it.
14:39Nobody's getting tattoos.
14:40Okay.
14:41Tattoos, yeah.
14:41That's what Peter told me he was getting a tattoo.
14:45Thank you so much for the new look at Golem.
14:48PlayStation.
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